![]() Journeys - Open Design (Journeys)Set sail from Barsella, the City at the Edge of the world, home of adventurers and pirates, and explore the vast, uncharted waters of the Western Ocean of the Midgard Campaign Setting –or any ocean you choose to sail! | |
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![]() #4-00 Race for the Runecarved Key - Paizo (Pathfinder Society Scenario)An ancient Thassilonian artifact has been unearthed in Magnimar and is to be auctioned off by the city government. In order to maintain good relations with those in power in the City of Monuments, the Pathfinder Society must obtain the relic without simply stealing it, although employing any other means necessary. It falls to the PCs to infiltrate the auction, sabotage the other bidders’ efforts, and call in favors from those in the Society’s debt to ensure the Runecarved Key (and the secrets it unlocks) belongs to the Pathfinders when the adventure draws to a close. | |
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![]() Mask of Death - Zombie Orpheus Entertainment (Mask of Death)The Quest for the Mask of Death begins in the city of Whitetower. Despite the occasional goblin incursion, the lands around Whitetower have known peace and prosperity under the reign of King Erasmus the Randomly Biased. This relative calm is shattered by the news of a powerful artifact falling into the hands of a wicked necromancer named Mort Kemnon. Kemnon has sworn to bring low the king and transform the land into a twisted reflection of his own evil god, Death himself... | |
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![]() Midgaard: Cities - Open Design (Midgaard Setting)The Midgard Campaign Setting is the culmination of five years of adventures and sourcebooks from Kobold Quarterly and Open Design. It brings to life a world of dark fantasy drawn from the great European traditions. Here you will find ley lines and deep magic; the Western Waste’s giant, shambling horrors and magic-blasted landscapes; diabolical gnomes and the schemes of immortal Baba Yaga; wild, wind-riding elves and swashbuckling minotaur corsairs; the Mharoti Empire’s lethal assassins and exotic splendors; and the dragon-haunted crags of the icy Northlands. | |
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![]() #4-01 Rise of the Goblin Guild - Paizo (Pathfinder Society Scenario)When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild. | |
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![]() #4-02 In Wrath's Shadow - Paizo (Pathfinder Society Scenario)In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed. | |
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![]() #4-03 The Golemworks Incident - Paizo (Pathfinder Society Scenario)When the Golemworks in Magnimar starts reporting some “problems” with their most recent batch of golems, the PCs are sent to investigate in the hope that the Pathfinder Society can get on good terms with the influential arcane organization. | |
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![]() #4-04 King of the Storval Stairs - Paizo (Pathfinder Society Scenario)The PCs are sent to map the Storval Stairs and ensure the stairs provide a safe route to the Storval Rise from Magnimar, but upon their arrival, they find the ancient site claimed and “ruled” by the self-proclaimed King of the Storval Stairs. Only through guile, diplomacy, or cold steel will the Pathfinders ensure access to iconic Thassilonian location. | |
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Emerald City - Green Ronin (Emerald City Boxed Set) | |
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![]() Emerald City Knights 6: Into the Fire - Green Ronin (Mutants & Masterminds)Into the Fire is the final chapter of the Emerald City Knights, the first Heroes' Journey series for Mutants & Masterminds, Third Edition. The adventure is designed for a group of three to six PL10 heroes, but can easily be adjusted for a different number of characters or power level. This chapter picks up where Chapter 5 – Rise of the Masterminds left off, but you can also run it as a stand-alone adventure. | |
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